U.S. patent number 6,224,491 [Application Number 09/011,139] was granted by the patent office on 2001-05-01 for ride-type game machine.
This patent grant is currently assigned to Kabushiki Kaisha Sega Enterprises. Invention is credited to Keisuke Hiromi, Tatsuya Kono, Riichiro Toyama.
United States Patent |
6,224,491 |
Hiromi , et al. |
May 1, 2001 |
Ride-type game machine
Abstract
Provides a ride-type game machine which can provide special
stimuli individually to a plurality of players. A game machine 1
designed to be ridden by a player, comprising a posture
immobilization device 105 for immobilizing the posture of the
player, and a medium-discharging device 109 or the like for
discharging a prescribed medium (mist spray or the like) onto a
specific bodily region (cheek or the like) of the immobilized
player. The posture immobilization device 105 presses against the
player's body, preventing the player's head from moving. Thus, the
medium can be reliably directed onto a specific bodily region of
the player, effectively scaring the player.
Inventors: |
Hiromi; Keisuke (Tokyo,
JP), Kono; Tatsuya (Tokyo, JP), Toyama;
Riichiro (Tokyo, JP) |
Assignee: |
Kabushiki Kaisha Sega
Enterprises (Tokyo, JP)
|
Family
ID: |
15891632 |
Appl.
No.: |
09/011,139 |
Filed: |
March 4, 1998 |
PCT
Filed: |
June 27, 1997 |
PCT No.: |
PCT/JP97/02239 |
371
Date: |
March 04, 1998 |
102(e)
Date: |
March 04, 1998 |
PCT
Pub. No.: |
WO98/00213 |
PCT
Pub. Date: |
January 08, 1998 |
Foreign Application Priority Data
|
|
|
|
|
Jun 28, 1996 [JP] |
|
|
8-169721 |
|
Current U.S.
Class: |
472/59;
297/180.1; 472/60 |
Current CPC
Class: |
A63G
31/007 (20130101); A63G 4/00 (20130101); A63G
7/00 (20130101) |
Current International
Class: |
A63G
31/00 (20060101); A63O 031/00 () |
Field of
Search: |
;472/59,60,61,130
;297/180.1,180.12,180.13,180.14,180.15,180.16,291.1,297.3,297.4,297.5,297.6
;434/28,55,56 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
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|
|
|
|
|
|
61-48786 |
|
Apr 1986 |
|
JP |
|
63-32588 |
|
Mar 1988 |
|
JP |
|
4-352982 |
|
Dec 1992 |
|
JP |
|
5-31254 |
|
Feb 1993 |
|
JP |
|
7-68054 |
|
Mar 1995 |
|
JP |
|
3029006 |
|
Sep 1996 |
|
JP |
|
Primary Examiner: Nguyen; Kien T.
Attorney, Agent or Firm: Finnegan, Henderson, Farabow,
Garrett & Dunner, L.L.P.
Claims
What is claimed is:
1. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and an upper abdomen pushing mechanism configured to
selectively push an upper abdomen region of a seated player toward
a backrest of the seat and immobilize the posture of the seated
player's head within a limited range of possible motion relative to
the backrest;
a medium-discharging device configured to discharge a prescribed
medium onto a specific bodily region of the immobilized player;
and
wherein the pushing mechanism of the posture immobilization device
limits the range within which the medium discharged from the
medium-discharging device is aimed at the player by immobilizing
the posture of the player's head within the limited range of motion
to prevent the immobilized player from avoiding the prescribed
medium discharged from the medium-discharging device.
2. A game machine as defined in claim 1, wherein the
medium-discharging device comprises:
a pump for discharging a fixed quantity of the medium; and
a nozzle for discharging the medium from the pump at a position
corresponding to the cheek of the immobilized player.
3. A game machine as defined in claim 1 designed to be ridden by a
plurality of players, wherein the medium-discharging device
comprises a discharge portion configured for discharging the medium
onto a specific facial body region of a selected one of the players
and oriented such that the medium is directed toward a direction
substantially away from a direction toward which other players are
sitting.
4. A game machine as defined in claim 1, wherein the pushing
mechanism immobilizes the player in the boarding position, and
releases the player in the player deboarding position.
5. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and an upper abdomen pushing mechanism configured to
selectively push an upper abdomen region of a seated player toward
a backrest of the seat and immobilize the posture of the seated
player's head within a limited range of possible motion relative to
the backrest;
a forced air device configured to blow air onto the player; and
wherein the pushing mechanism of the posture immobilization device
limits the range over which the air blown from the forced air
device contacts the player by immobilizing the posture of the
player's head within the limited range of motion to prevent the
immobilized player from avoiding the air blown from the forced air
device.
6. A game machine as defined in claim 5, wherein the forced air
device comprises:
a motor; and
a fan for blowing air onto a location corresponding to the nape of
the neck of the immobilized player.
7. A game machine as defined in claim 5, wherein the pushing
mechanism immobilizes the player in the boarding position, and
releases the player in the player deboarding position.
8. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and an upper body pushing mechanism configured to selectively
push an upper abdomen region of a seated player toward a backrest
of the seat and immobilize the posture of the seated player against
the backrest;
a vibration delivery device configured to deliver vibration to the
seated player; and
wherein the biasing member of the posture immobilization device
immobilizes a part of the player's upper body against a portion of
the vibration delivery device by pushing the upper abdomen region
of the seated player toward the backrest to prevent the immobilized
player from avoiding the vibration delivered from the vibration
delivery device.
9. A game machine as defined in claim 8, wherein the vibration
delivery device comprises:
a motor;
a conversion mechanism for converting rotation of the motor into
reciprocating motion; and
a mechanism for transmitting the reciprocating motion converted by
the conversion mechanism to the backrest of the immobilized
player.
10. A game machine as defined in claim 8, wherein the pushing
mechanism immobilizes the player in the boarding position, and
releases the player in the player deboarding position.
11. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and a biased pushing mechanism configured to selectively push
an upper abdomen region of a seated player toward a backrest of the
seat and immobilize the posture of the seated player's head within
a limited range of possible motion relative to the backrest;
a sound device configured to deliver sound to the player in a
noncontact fashion; and
wherein the biased pushing member of the posture immobilization
device immobilizes a part of the player's upper body by pushing the
upper abdomen region of the seated player toward the backrest,
thereby limiting the range of possible motion of the player's head
with respect to the sound device and preventing the immobilized
player from avoiding the sound delivered from the sound device.
12. A game machine as defined in claim 11, wherein the pushing
mechanism immobilizes the player in the boarding position, and
releases the player in the player deboarding position.
13. A game machine as defined in claim 11 designed to be ridden by
a plurality of players, wherein the sound device is configured to
provide a first player with sounds simulating that a second player
is being attacked.
14. The game machine as defined in claim 13 designed to be ridden
by a plurality of players, wherein each of the sounds waves
delivered to each of the players have substantially the same
amplitude relative to each of the plurality of players.
15. A game machine as defined in claim 13 further comprising a
second sound device configured to provide the second player with
sounds simulating that the first player is being attacked.
16. The game machine as defined in claim 11 designed to be ridden
by a plurality of players, wherein the sound device comprises a
sequencer configured to deliver a first set of sound waves to a
first seated player and to deliver a second set of sound waves to a
second seated player such that the first seated player does not
perceive the second set of sound waves and the second seated player
does not perceive the first set of sound waves.
17. The game machine as defined in claim 11 designed to be ridden
by a plurality of players, wherein the sound broadcasting elements
comprises a sequencer configured to deliver a first set of sound
waves to a first seated player and to deliver a second set of sound
waves to a second seated player such that the first seated player
does not perceive the second set of sound waves and the second
seated player does not perceive the first set of sound waves.
18. A game machine as defined in claim 11, wherein the sound device
includes first and second sound devices for providing the first
player with sounds simulating that the second player is being
attacked while providing the second player with sounds simulating
that the first player is being attacked.
19. A game machine designed to be ridden by two players,
comprising:
a plurality of sound devices for selectively delivering sound to
each of the two players who are seated adjacently; and
medium-discharging devices for discharging a prescribed medium onto
a specific body region of each of the two players;
wherein the sound devices for delivering sound to each of the two
players include symmetrical sound broadcasting elements thereof
disposed in symmetrical fashion and are configured to deliver sound
images of the sounds through the sound broadcast devices such that
the sound images provided by each sound broadcasting element are
perceived as being positioned symmetrically.
20. A game machine comprising:
a plurality of game machines as defined in claim 19;
where the sound devices of each game machine are adjusted such that
sounds are broadcast simultaneously at equivalent time
intervals.
21. A game machine designed to be ridden by two players,
comprising:
a plurality of posture immobilization devices each having a seat
upon a player sits and a biased pushing mechanism configured to
selectively push an upper abdomen region of a seated player toward
a backrest of the seat and immobilize the posture of each of the
seated players' heads within limited ranges of possible motion
relative to the backrest;
a plurality of sound devices for delivering sound to each of the
two players who are seated adjacently;
a plurality of medium-discharging devices each having at least one
discharge port for discharging a prescribed medium onto a specific
body region of each of the two players;
wherein the discharge ports of the medium-discharging devices are
disposed such that the positions of discharge onto the players of
the medium which is discharged onto the players are symmetrical;
and
wherein the biased pushing member of the posture immobilization
device limits the range within which the sound delivered by the
sound devices and the medium discharged from the medium-discharging
devices are directed at each of the seated players by immobilizing
the posture of each of the seated players' heads within the limited
ranges of motion to prevent the immobilized player from avoiding
the sound delivered by the sound devices and the prescribed medium
discharged from the medium-discharging device.
22. A game machine designed to be ridden by at least a first and a
second player, comprising:
a first sound device for providing the first player with sounds
indicating that the second player is being attacked;
a second sound device for providing the second player with sounds
indicating that the first player is being attacked;
a first medium-discharging device for discharging a prescribed
medium onto a specific body region of the first player;
a second medium-discharging device for discharging a prescribed
medium onto a specific body region of the second player; and
wherein the first and second sound devices and the first and second
medium-discharging devices are configured to provide the first
player with a first impression that the second player is being
attacked, and the second player with a second impression that the
first player is being attacked.
23. The game machine as defined in claim 22, wherein the first
sound device provides sound to the first player while the second
sound device provides sound to the second player.
24. The game machine as defined in claim 22, wherein the first
medium-discharging device provides a discharge onto the first
player while the second medium-discharging device provides a
discharge onto the second player.
25. The game machine as defined in claim 22, wherein the first and
second sound devices provide sound to the first and second players,
respectively, while the first and second medium-discharging devices
provides a discharge onto the first and second players,
respectively.
26. A method of operating a riding game machine so as to immobilize
a player riding the game machine comprising the steps of:
providing a posture immobilization device having a seat upon which
the player sits and pushing mechanism configured to selectively
push an upper abdomen region of a seated player toward a backrest
of the seat and immobilize the posture of the seated player's head
within a limited range of possible motion relative to the
backrest;
providing a medium-discharging device configured to discharge a
prescribed medium onto a specific bodily region of the immobilized
player; and
biasing the posture immobilization device so as to limit the range
within which the medium discharged from the medium-discharging
device is aimed at the player and prevent the immobilized player
from avoiding the prescribed medium discharged from the
medium-discharging device by immobilizing the posture of the
player's head within the limited range of motion.
27. The method of claim 26, wherein the step of biasing the posture
immobilization device includes the substep of immobilizing the
player in a player boarding position and further comprising the
step of unbiasing the posture immobilization device so as to
release the player in a player deboarding position.
28. The method of claim 26, wherein the step of providing a
medium-discharging device further including the substep of
providing a discharge portion configured to discharge the medium
onto a specific facial body region of a selected one of the players
and oriented such that the medium is directed toward a direction
substantially away from a direction toward which other players are
sitting.
29. A method of operating a riding game machine designed to be
ridden by a first player and a second player comprising the steps
of:
providing the first player with sounds indicating that the second
player is being attacked;
providing the second player with sounds indicating that the first
player is being attacked;
providing a first medium-discharging device for discharging a
prescribed medium onto a specific body region of the first player
so as to provide the first player with a first impression that the
second player is being attacked; and
providing a second medium-discharging device for discharging a
prescribed medium onto a specific body region of the second player
so as to provide the second player with a second impression that
the first player is being attacked.
30. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and an upper abdomen pushing mechanism biased against a seated
player to selectively push an upper abdomen region of the seated
player toward a backrest of the seat for immobilizing the posture
of the seated player's head within a limited range of possible
motion relative to the backrest;
a medium-discharging device for discharging a prescribed medium
onto a specific bodily region of the immobilized player; and
wherein the upper abdomen pushing mechanism of the posture
immobilization device limits the range within which the medium
discharged from the medium-discharging device is aimed at the
player by immobilizing the posture of the player's head within the
limited range of motion relative to the medium-discharging device
so as to prevent the immobilized player from avoid the medium
discharged from the medium-discharging device.
31. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and an upper body pushing mechanism having a biasing member
selectively pushing an upper abdomen region of a seated player
toward a backrest of the seat for immobilizing the posture of the
seated player against the backrest;
a vibration delivery device having a vibrating back rest for
subjecting the player to vibration; and
wherein the biasing member of the posture immobilization device
immobilizes a part of the player's upper body against a portion of
the vibration delivery device by pushing the upper abdomen region
of the seated player toward the backrest to prevent the immobilized
player from avoiding the vibration of the vibrating back rest of
the vibration delivery device.
32. A game machine designed to be ridden by at least one player,
comprising:
a posture immobilization device having a seat upon which the player
sits and a pushing mechanism including a biasing member selectively
pushing an upper abdomen region of a seated player toward a
backrest of the seat for immobilizing the posture of the seated
player's head within a limited range of possible motion relative to
the backrest;
a sound device having a symmetrical sound control device for
delivering sound to the player in a noncontact fashion; and
wherein the biasing member of the posture immobilization device
immobilizes a part of the player's upper body by pushing the upper
abdomen region of the seated player toward the backrest, thereby
limiting the range of possible motion of the player's head with
respect to the sound device and preventing the immobilized player
from avoiding the sound delivered by the sound device.
33. A game machine designed to be ridden by a first player and a
second player, comprising:
a plurality of sound devices for selectively delivering sound to
the first player and the second player who is seated adjacent to
the first player; and
medium-discharging devices for discharging a prescribed medium onto
a specific body region of each of the first and second players;
wherein the sound devices for delivering sound to each of the first
and record players include sound broadcasting elements thereof
disposed in symmetrical fashion and a symmetrical sound control
device adjustably delivering sound images of the sounds through the
sound broadcast devices such that the sound images provided by each
sound broadcasting element are perceived as being positioned
symmetrically.
34. A game machine as defined in claim 33, wherein the symmetrical
sound control device provides the first player with sounds
simulating that the second player is being attacked at a distance
spaced away from the first player.
35. A game machine designed to be ridden by a first player and a
second player, comprising:
a plurality of posture immobilization devices each having a seat
upon which a player sits and a pushing mechanism including an upper
body support member selectively pushing an upper abdomen region of
a seated player toward a backrest of the seat for immobilizing the
posture of each of the seated players' heads within limited ranges
of possible motion relative to the backrest;
a plurality of sound devices for delivering sound to each of the
first and second players who are seated adjacently;
a plurality of medium-discharging devices each having at least one
discharge port for discharging a prescribed medium onto a specific
body region of each of the first and second players;
wherein the discharge ports of the medium-discharging devices are
disposed such that the prescribed medium is discharged onto the
players at symmetrical locations; and
wherein the upper body support member of the posture immobilization
device limits the range within which the sound delivered by the
sound devices and the medium discharged from the medium-discharging
devices are directed at each of the first and second players by
immobilizing the posture of first and second players' heads within
the limited ranges of motion so as to prevent the immobilized
players from avoiding the sound delivered by the sound devices and
the prescribed medium discharged from the medium-discharging
devices.
36. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and a pushing means for selectively pushing an upper abdomen
region of a seated player toward a backrest of the seat and
immobilizing the posture of the seated player's head within a
limited range of possible motion relative to the backrest;
a discharge means for discharging a prescribed medium onto a
specific bodily region of the immobilized player; and
wherein the pushing means limits the range within which the medium
discharged from the medium-discharging device is aimed at the
player by immobilizing the posture of the player's head within the
limited range of motion so as to prevent the immobilized player
from avoiding the prescribed medium discharged from the discharge
means.
37. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and a pushing means for selectively pushing an upper abdomen
region of a seated player toward a backrest of the seat and
immobilizing the posture of the seated player against the
backrest;
a vibration means for delivering vibration to the seated player;
and
wherein the pushing means immobilizes a part of the player's upper
body against a portion of the vibration delivery device by pushing
the upper abdomen region of the seated player toward the backrest
to prevent the immobilized player from avoiding the vibration
delivered from the vibration delivery device.
38. A game machine designed to be ridden by a player,
comprising:
a posture immobilization device having a seat upon which the player
sits and a pushing means for selectively pushing an upper abdomen
region of a seated player toward a backrest of the seat and
immobilizing the posture of the seated player's head within a
limited range of possible motion relative to the backrest;
a sound means for delivering sound to the player in a noncontact
fashion; and
wherein the pushing means immobilizes a part of the player's upper
body by pushing the upper abdomen region of the seated player
toward the backrest, thereby limiting the range of possible motion
of the player's head with respect to the sound device and
preventing the immobilized player from avoiding the sound delivered
from the sound device.
39. A game machine designed to be ridden by a first player and a
second player spaced from the first player, comprising:
means for providing the first player with sounds indicating that
the second player is being attacked and for providing the second
player with sounds indicating that the first player is being
attacked;
means for providing a first medium-discharging device for
discharging a prescribed medium onto a specific body region of the
first player so as to provide the first player with a first
impression that the second player is being attacked; and
means for providing a second medium-discharging device for
discharging a prescribed medium onto a specific body region of the
second player so as to provide the second player with a second
impression that the first player is being attacked.
Description
DESCRIPTION
1. Technical Field
The present invention relates to a game system having a design
wherein the player mounts a vehicle to play the game. In
particular, it provides a novel game system which provides special
stimuli to an individual player, causing the player to become
excited.
2. Background Art
Two types of amusement facilities, termed "attractions" can be
found at theme parks, amusement shows, and the like. One type is
similar to the traditional haunted house; as the player walks along
a course through a pre-established facility, the player is
frightened by noises, projected images, and effigies. In the other
type, the player rides through the facility in a vehicle, boat, or
other conveyance; as the conveyance moves about in accordance with
the game program, various projected images and sounds are provided
to frighten the player. In the past, the attraction format used for
a particular amusement facility was selected in accordance with the
theme of the game offered by the facility.
In attractions in which the player rides in a conveyance, sound
equipment, image projection equipment, and effigies are disposed
along the course traveled by the conveyance. The purpose of the
sound equipment and the like is to provide stimulation the player
and arouse excitement.
However, attractions of the type in which the player rides in a
conveyance merely provide visual or auditory stimuli, mainly
through the use of projected images, sounds, and the like, and do
not stimulate the player's other senses, such as the tactile sense.
It would be more effective to provide a player with sensations
besides auditory and visual ones. For example, in a game with a
monster attack scenario, by realizing a scenario in which the
player sitting next to one is attacked by a monster, and the stream
of blood spurting from him or her splatters over the player's face,
the realism of the game could be significantly enhanced.
If the plot development in this type of scenario was such that
"players in the conveyance are attacked by a monster in serial
fashion," the sense of terror induced in the players could be
maximized. Specifically, when a player hears the screams of horror
of players riding in the conveyance traveling in front or sitting
next to him or her, the player experiences an even more heightened
feeling of tension towards the stimuli awaiting him or her. This
feeling of tension enhances the effectiveness of subsequent stimuli
on the player.
SUMMARY OF THE INVENTION
Accordingly, it is an object of the present invention to excite the
player by providing special stimuli which act upon the tactile
sense of the player.
Specifically, the first object of the present invention is to
provide a game machine for delivering special stimuli which act
upon the tactile sense of the player by discharging a medium onto
the player.
The second object of the present invention is to provide a game
machine for delivering special stimuli which act upon the tactile
sense of the player by blowing air onto the player.
The third object of the present invention is to provide a game
machine for delivering special stimuli which act upon the tactile
sense of the player by subjecting the player to vibration.
The fourth object of the present invention is to provide a game
machine capable of delivering special stimuli individually to each
of a plurality of players.
The fifth object of the present invention is to provide a game
machine for delivering sounds individually to adjacent players
without these sounds interfering with each other.
The game machine which pertains to the present invention is
designed to be ridden by a player. The player riding the game
machine is immobilized in a certain posture through a posture
immobilization device. For example, where the game machine is
designed such that the player rides while seated in a seat, the
posture immobilization device is favorably one which applies
pressure to the upper waist and abdomen of the player in seated
posture, pushing the player into the seat. By pushing the abdomen
into the seat, the player is prevented from freely moving his or
her upper body and head. Specifically, the range of motion of the
head, etc., is restricted. Immobilizing the player in a particular
posture and preventing him or her from freely shifting position
allows stimuli to be delivered individually to different
players.
The game machine which achieves the first object of the present
invention is provided with a medium-discharging device for
discharging a prescribed medium onto a specific bodily region of a
player whose posture has been immobilized.
Where such a posture immobilization device is used, a specific
bodily region of the player (where the head is immobilized, as in
the example described above, the player's cheek or the like) is
immobilized, thereby reducing the size of the target range for the
medium (water, for example) which is discharged by the
medium-discharging device. The player is suddenly squirted with
water during game play, and given quite a shock thereby. Besides
water, the discharged medium directed into contact with the player
can be mist, smoke, light, or a solid.
The game machine which achieves the second object of the present
invention is provided with forced air devices capable of blowing
air onto the player. The provision of forced air devices capable of
blowing air onto a prescribed bodily region of the player allows
air to be blown effectively onto a prescribed bodily region of the
player (the nape of the neck, for example). The player can be given
the impression of wind by the air.
The game machine which achieves the third object of the present
invention is provided with a vibration delivery device for
subjecting the player to vibration as the game proceeds. In
addition, the posture immobilization device immobilizes a part of
the player's body against a portion of the vibration delivery
device. In one example, by pushing on the seated player's abdomen,
the posture immobilization device pushes the player's back against
a backrest which comprises the vibrating component of the vibration
delivery device. Thus, the vibration delivered by the vibration
delivery device is effectively transmitted to the player.
The game machine which achieves the fourth object of the present
invention is provided with sound devices for delivering sound to
the player in noncontact fashion, and the posture immobilization
device immobilizes a part of the player's upper body. Thus, by
limiting the possible range of motion of the player's head by means
of the posture immobilization device, sound can be delivered to the
player in noncontact fashion by means of sound devices disposed
around the head of the player. Since the possible range of motion
of the player's head is restricted, the localization of the sound
delivered to the player does not change even though the sound
devices and the player are not in contact. This eliminates the
health problems and safety concerns associated with headphones and
other sound equipment.
In the aforementioned game machine which achieves the fourth object
of the present invention, the medium-discharging devices are
disposed such that the discharge port, through which the medium is
directed onto a prescribed bodily region of a player, is oriented
such that the medium is discharged in a direction other than the
direction in which other players are sitting. Accordingly, when the
medium is discharged onto one player, it is not directed onto the
other players.
In the game machine which achieves the fifth object of the present
invention, the phase of the sound waves which constitute the sounds
is adjusted such that the phase of the sound waves produced by the
sound device which delivers sound to the one of the players at the
location of the player's head is substantially the reverse of the
phase of the sound waves coming from the sound devices which
deliver sound to the other players. Specifically, where sound
devices are provided for a plurality of players, some of the sounds
coming from one player's sound device can distract other players.
In accordance with the present invention, the sound waves of the
sounds provided to the other players are canceled, so the player
hears only those sounds specifically delivered to him or her.
Particularly in the case of a game machine in which players ride in
pairs, the game can be conducted more effectively by disposing the
sound broadcasting elements of the sound device in symmetrical
fashion. Specifically, in a game where another player is attacked
by a monster, a player can be given the vivid impression that the
neighboring player is being attacked by broadcasting sounds of
attack (growls and so on) from the first player's sound device. By
disposing the sound broadcasting elements of the sound device such
that the sound images comprised of sounds delivered by the sound
devices of the players are symmetrical to each other, each player
can be given the impression that the neighboring player is being
attacked.
Where a plurality of game machines are to be operated
simultaneously, it is favorable to adjust the sound devices of the
game machines such that the soundtrack is broadcast simultaneously
at equivalent time intervals by all of them.
In the case of a game machine in which players ride in pairs, it is
more effective to dispose the medium-discharging devices in
symmetrical fashion. For example, in a scene where players are
eaten by a monster, by broadcasting the sound of one player being
attacked by the monster and spraying the face of the other player
with a medium, this other player may be given the impression that
the player next to him or her is being attacked and eaten by a
monster, and that a stream of blood from the adjacent player who is
being attacked is raining down on this other player. By arranging
the direction of medium discharge in symmetrical fashion for the
two players, each player may be given the impression that the
neighboring player is being attacked.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is an overview diagram depicting the game system in an
embodiment of the present invention;
FIG. 2 is an illustrative diagram of the front half of the
walk-through segment;
FIG. 3 is an illustrative diagram of the rear half of the
walk-through segment;
FIG. 4 is an illustrative diagram of the ride segment;
FIG. 5 is a block diagram of a sound device;
FIG. 6 is a block diagram of a projection device;
FIG. 7 is a plan view of a car;
FIG. 8 is a side elevation of a car;
FIG. 9 is a front elevation of a car;
FIG. 10 is a rear elevation of a car;
FIG. 11 is a perspective illustration of a headrest;
FIG. 12 is an illustrative diagram of headrest installation;
FIG. 13 is a car control block diagram;
FIG. 14 is a flow chart illustrating operations in an embodiment of
the present invention;
FIG. 15 is a diagram illustrating the car boarding procedure (first
step);
FIG. 16 is a diagram illustrating the car boarding procedure
(second step);
FIG. 17 is a diagram illustrating the car boarding procedure (third
step);
FIG. 18 is a diagram illustrating the car boarding procedure
(fourth step);
FIG. 19 is a diagram illustrating the car exit procedure (first
step);
FIG. 20 is a diagram illustrating the car exit procedure (second
step);
FIG. 21 is a diagram illustrating the car exit procedure (third
step); and
FIG. 22 is a diagram illustrating the car exit procedure (fourth
step).
BEST MODE FOR CARRYING OUT THE INVENTION
The best mode for carrying out the invention will be described with
reference to the drawings.
(Constitution)
FIG. 1 is an overview diagram depicting the game system in an
embodiment of the present invention. As shown in FIG. 1, the game
system comprises a walk-through segment WA and a ride segment RA.
The walk-through segment WA comprises a front half WAF and a rear
half WAR. The lighting is low throughout the entire walk-through
segment WA. The walls are done in black in order to produce a sense
of unease in the players walking through the passageway, creating a
sense of dread that something is going to happen.
The front half WAF is provided with an entrance 10 and a passageway
11. The walls of the passageway are equipped with sensors S1
through S4 and speakers SP1 through SP4, as shown in FIG. 2.
A decoder 30, a computer 31, and a sound source 32 are connected
between the sensor S1 and the speaker SP1, as shown in FIG. 5. The
other sensors and speakers are connected in the same fashion.
The sensor S1 is designed to output a sensor signal when a person
passes in front of it or approaches it. An infrared sensor is one
example; any other type of sensor capable of sensing the approach
of a player may be used as well. The decoder 20 is designed to
decode the sensor signal from the sensor S1 and output an interrupt
signal to the computer. The computer 31 is designed to issue sound
source control signals on the basis of interrupt signals from the
decoder 20 so that these can be delivered to the sound source
device 32. The sound source device 22 is designed to receive the
sound source control signals and output corresponding sound
signals. The sounds produced by means of this design correspond to
the theme of the game in which players subsequently participate in
the ride segment RA. For example, where the theme of the game is
"exploring the world of monsters," sounds mimicking the howls of
monsters can be provided.
The rear half WAR is provided with a first projection device 12, a
passageway 14, and a second projection device 13.
As shown in FIG. 3, the first projection device 12 is provided with
a sensor 12a, a projector device 12b, a fence 12c, speakers 12d and
12e, and a screen 12f. 13a through 13f of the second projection
device 13 have the same design as the first projection device
12.
As shown in FIG. 6, the first projection device 12 is also provided
with decoder 33, a computer 34, a sound source circuit 35, an image
display circuit 36, and a memory 37.
The decoder 33 is designed such that sensor signals from the sensor
12a are converted into digital signals which can be input to the
computer. The computer 34 is designed such that, on the basis of
the sensor signals which have been converted into digital signals,
sound source control signals may be delivered to the sound source
circuit 35 and image display commands may be delivered to the image
display circuit 36. The sound source circuit 35 is designed to
generate sound signals for broadcast from the speaker 12e or 12d on
the basis of the sound source control signals. The image display
circuit 36 is designed to project image signals on the basis of
image data stored in the memory 37 from the projector device 12b.
The images and sounds produced in this design relate to the theme
of game play. For example, where the theme of game play is
"exploring the world of dinosaurs," images of flying monsters and
sounds mimicking the howls of monsters can be provided.
As shown in FIG. 3, the walls of the passageway 14 are provided
with sensors S5 through S7, speakers SP5 through SP7, and a monitor
17. The configuration in which the sensors and speakers are
connected is the same as that depicted in FIG. 5. The monitor 17 is
designed to display visually information useful to players and
precautions to be observed when riding the car 1 in the ride
segment RA.
As shown in FIG. 4, the ride segment RA is provided with a platform
area 20, a boarding area 21, a circle 15, a deboarding area 22, and
an exit 16.
The ride entrance 21 is designed to allow players to get into the
cars 1. The circle 15 comprises a plurality of cars 1 and a track
2. As described later, the plurality of cars 1 are capable of
traveling around the track 2 simultaneously under their own power
under individual control, or controlled from a control room (not
shown). A guide 2 constitutes a closed course several dozen meters
in total length, for example. The deboarding area 22 is designed to
allow players to alight from the cars 1. The exit 16 is designed to
allow players to exit the game system to the outside.
The design of the car 1 which pertains to the present invention
will now be described referring to FIGS. 7 through 10. In the
drawing symbols, R indicates a component for the right seat and L
indicates a component for the left seat.
The design of the car 1 comprises a car body 100 equipped with
seats 101R, L, and with slide bars 103R, 103L and headrests 102R, L
located behind the seats. The headrests 102R and L can slide along
the slide bars 103R and L. The backrests 104R, L of the seats 101R,
L are designed such that they can be vibrated by the vibration
device described later. Safety bars 105R, L are rotatably disposed
to the front of the seats. A light 106 is provided to the front of
the car body 100.
As shown in FIG. 11, the headrest 102R is provided with fans 107C,
107R, and 107L, with speakers 108R and 108L, and with a discharge
port 109L. The headrest 102R has the same design, except for the
location of the discharge port 109.
As shown in FIG. 12, the headrests are large enough to accommodate
the head of the player within the U-shaped interior of the
headrest. The fans 107C, R, and L comprise forced air devices
disposed so as to direct air onto the head the player from both
sides and the back of the player. The speakers 108R and L
constitute one element a sound device which provides stereo sound
to the player. The discharge port 109L comprises a nozzle device
for spraying mist onto an area of the player's cheek by means of a
pump. The discharge ports 109 are disposed in different locations
in the right seat and the left seat. Specifically, in the left
headrest 102L, the discharge port 109L is oriented towards the
inside of the arm on the right side (the player's cheek side). In
the right headrest 102R, the discharge port 109R is oriented
towards the inside of the arm on the left side. That is, the
discharge ports 109R, L in the two headrests are oriented in
opposite directions.
As shown in FIG. 13, the design of the control system of the car 1
comprises a sequencer 110, a sound source device 111, an amp 112, a
buffer 113, a motor 114, a transmission mechanism 115, a motor 116,
a transmission mechanism 117, a piston 118a, a cylinder 118b,
valves 118c and 118d, a tank 119, a rocking mechanism 120, a safety
bar sensor 121, and a seat sensor 122.
The car 1 is provided with a right side system 3R and a left side
system 3L for the left and right seats. Since these have identical
constitution, only the right side system is described below.
The sequencer 110 comprises a computer unit which can output
control signals as indicated in the flow chart (FIG. 14) described
below. The sequencer 110 is designed to be capable of controlling
both the right side system 3R for the right seat and the left side
system 3L for the left seat.
The sound source device 111 is designed to be capable of generating
sound signals on the basis of sound source control signals output
by the sequencer 110. These sound signals are amplified and
delivered to the speakers 108R and L.
With this design, sound waves from the other headrest are canceled
in proximity to the ears of each player, so that each player
perceives only the sound delivered to his or her headrest. This
design is particularly effective where the sounds provided to the
player on the right side are different than the sounds provided to
the player on the left side.
Where a game program involves providing identical sound signals to
players seated adjacently, sound output may be designed such that
the localization of the sounds provided by the sound source device
111 of the right side system 3R and the localization of the sounds
provided by the sound source device 111 of the left side system 3L
are reversed left to right. With this design, sounds heard from the
left by the player seated on the right side are heard from the
right by the player seated on the left side.
Where a game program involves providing different sounds to players
seated adjacently, and sounds from an adjacent player's side would
impair game play, the sound source device 111 is designed to
receive sound signals from the sound source device of the left side
system 3L, while at the same time the signals of this sound source
device 111 of the right side system 3R are output to the sound
source device of the left side system 3L. This sound source device
111 is also designed such that sound signals delivered from the
left side system can be synthesized with the sound signals of this
sound output device 111 of the right side system 3R for output.
Specifically, the phase of the sound signals from the left side
system 3L is adjusted such that the phase of the sound waves coming
from the left side headrest 102L and the phase of the sound waves
generated by this sound source device 111 on the basis of sound
signals from the left side system 3L diverge by 180.degree. in
proximity to the ears of the player wearing the headrest 102R.
Additionally, the amplification of the sound signals from the left
side system 3L is adjusted such that the amplitude of the sound
waves coming from the left side headrest 102L and the amplitude of
the sound waves generated by the sound source device 111 on the
basis of sound signals from the left side system 3L have identical
amplitude values in proximity to the ears of the player wearing the
headrest 102R. With this design, sound coming from an adjacent
player's side can be canceled.
The buffer 113 is designed to amplify the fan instruction signals
output by the sequencer 110 and deliver these to the fans 107a
through c. Fan instruction signals may be delivered simultaneously
to all three fans, or delivered at different times to individual
fans.
The motor 114 and the transmission mechanism 115 comprise a
vibration device capable of transmitting vibration to the backrest
104. The motor 114 is designed to rotate on the basis of vibration
instruction signals output by the sequencer 110; the transmission
mechanism 115 is designed to convert the rotary motion of the motor
114 into reciprocating motion.
The motor 116, transmission mechanism 117, piston 118a, cylinder
118b, and tank 119 together comprise a medium-discharge (pump)
device for discharging the medium from the discharge port 109. The
motor 116 is designed to rotate on the basis of pump instruction
signals output by the sequencer 110; the transmission mechanism 117
is designed to convert the rotary motion of the motor 116 into
reciprocating motion. The piston 118a moves in accordance with this
motion; when the piston 118a descends (during inspiration) due to
motion of the transmission mechanism 117, the valve 118c opens and
the valve 118d closes.
In accordance with this medium-discharge layer device, a prescribed
quantity of the medium contained in the tank 119 (here, water) is
drawn into the cylinder 118b. When subsequent operation of the
transmission mechanism 117 induces the piston 118a to rise (during
ejection), the valve 118c closes and the valve 118d opens. As a
result, the water within the piston 118b is discharged through the
discharge port 109. Since the discharge port 109 takes the form of
a nozzle, the discharged water forms a mist.
A lock mechanism 120 is designed so as to lock the headrest 102 and
the safety bar 105 on the basis of a lock signal from the sequencer
110. The lock can be an electromagnetic lock or other means.
The safety bar sensor 121 is designed to put the lock signal
delivered to the sequencer 110 in the "on" state (a logical "1",
for example) when the safety bar 105 is locked, and to put the lock
signal in the "off" state (a logical "0", for example) when
unlocked.
The seat sensor 122 is designed to detect whether the player is
sitting correctly in these at 101. When the player is sitting
correctly, the sensor signal output to the sequencer 110 is "on",
and when not, the sensor signal is "Off". The seat sensor 121 may
comprise, for example, a lamp and a photoelectric converter element
or the like, designed such that when the player is seated in the
seat 101, thereby blocking the light from the lamp, the
photoelectric converter element outputs a sensor signal.
The lamp 106 lights on the basis of a light instruction signal 110
from the sequencer 110.
While not shown, the power supply for all the cars 1 and the
operation status are monitored from a control room. The control
room controls the delivery of the power supply to all of the cars
1, and if an emergency should arise, all cars 1 can be forced to
stop immediately.
(Operation)
Walk-through Segment
In the constitution described above, a player enters through the
entrance 10 of the walk-through segment WA and passes through the
front half WAF. As the player passes through the passageway 11, the
sound devices comprising the sensors S1 through S4 and the speakers
SP1 through SP4 are activated. Specifically, sounds are emitted as
a player approaches the sound devices. The player is startled by
the sounds delivered by the four sound devices in the front half
WAF, and then proceeds to enter the rear half WAR.
In the rear half WAR, as a player approaches the first projection
device 12, the player s approach is sensed by the sensor 12a, and
image of a monster is displayed on the screen 12f, and a howling
voice is broadcast from the speaker 12d/e, startling the player. As
the player subsequently passes down the passageway 14, sounds are
again produced by the sound devices comprising the sensors S1
through S4 and the speakers SP1 through SP4, further scaring the
player. The player subsequently turns a corner in the passageway
14, whereupon the second projection device 13 is activated, again
producing the monster's image and howls.
Players, who by this time are thoroughly scared, are guided to the
platform 20 of the ride segment RA, from which, in pairs, they
board cars 1 through the boarding door 21.
In the ride segment RA, players ride in any of the cars 1 traveling
around the circle 15. The cars 1 carrying the players complete one
circuit around the circle 15. Having ridden in a car 1 once around
the guide 2, the players deboard from the car 1 at the deboarding
area 19 and exit to the outside through the exit 16.
(Car Operation)
Next, the operation of a car 1 will be described referring to the
flow chart of FIG. 14.
First, turning on the power supply for the car 1 activates a
program timer (S1). The vibration device motor 114 and the pump
motor 116 are activated (S2). In steps S3 and S4, a safety check is
performed to determine if the players are seated correctly.
The procedure by which players board the car 1 will now be
described referring to FIG. 15 through FIG. 18. As shown in FIG.
15, the player first sits in the seat 101. If the player is sitting
in seat 101 correctly, the sensor signal from the seat sensor 122
goes to "on". Next, as shown in FIG. 16, the player manually pulls
down the safety bar 105 from position 105a to position 105b. Once
the safety bar 105 has been pulled down to the correct position,
the safety bar sensor 121 puts the lock signal to "on". The length
of the safety bar 105 has been adjusted such that when the bar has
been pulled down, the abdomen contact section thereof presses
against the player's abdomen. When the safety bar 105 so adjusted
is pulled down and locked, the upper body of the player is pressed
against the backrest 104 by the abdomen contact section of the
safety bar 105. In this position, the person cannot move his or her
upper body forward, and cannot move the head to any significant
degree. Specifically, as may be determined by looking at FIG. 15,
the back support member and pelvic support member of the seat 101
are disposed at an angle to each other, thereby restricting the
range of free motion of head, even without the provision of
immobilization means for immobilizing the head directly.
Accordingly, when the medium is discharged, the medium can be aimed
within a limited region of the head. When the head is not allowed
to move, significant changes in the relative position of the
headrest 102 and the player's head can be prevented. This prevents
changes in the localization of the sounds delivered through the
headrest 102.
Once the safety bar 105 has been locked, the player pulls down the
headrest to a position such that the U-shaped arms of the headrest
102 surround both ears, as shown in FIG. 17. Once locked, the
headrest cannot be moved unless force above a certain level (15 kg
to 20 kg) is applied; thus, once the player has moved it into the
prescribed position, it cannot fall under its own weight. As shown
in FIG. 18, once the player is correctly seated, the safety bar 105
secured, and the headrest 102 pulled down, the sensor output of the
seat sensor 122 goes to "on" (S3; YES) and the safety bar sensor
121 lock signal also goes to "on" (S4; YES).
Through instructions given from the control room, or by the player
pressing a switch (not shown), a game start command is issued (S5;
YES), whereupon the sequencer 110 outputs a lock instruction
signal, and the headrest 102 and safety bar 105 are locked by the
lock mechanism 120. At the same time, the light 106 is extinguished
(S6).
The car 1 then proceeds to move along the guide 2. Each car 1
carrying players moves slowly (several tens of centimeters per
second) along the guide 2.
In accordance with the game program, the sequencer 110 monitors the
timing at which the devices for scaring the players are
activated.
Specifically, when the time for a mist spray is reached (S7; YES),
the sequencer 110 activates the pump device. Specifically, a pump
instruction signal is output, and mist is sprayed from the
discharge port 109. The player receives an unexpected stimulus from
this mist spray, and is greatly startled, as depicted in FIG. 12.
At this time, the mist discharge from one discharge port 109L (R)
sprays one player, but does not get the other player wet, as
depicted in FIG. 12. Since the posture immobilization device
afforded by the safety bar 102 immobilizes the position of the
player's body and does not allow the head to move by any
appreciable degree, correct positioning of the headrest allows the
mist from the discharge port 109L (R) to be aimed reliably at the
cheek of the player.
The effect is enhanced by synchronizing the mist spray with sounds.
For example, in the case of a game with a scenario in which an
adjacent player is attacked by a monster, sounds of the player to
the right being attacked (monster howls and the sound of a human
being eaten) are broadcast from the speaker 108R located to the
right side of the player on the left who is using the headrest
102L. At the same time, a mist spray is discharged from the
discharge port 109R of the headrest 102L. By timing the mist spray
to coincide with the sounds broadcast from the speaker 108R, the
player on the left side can be given the impression that the player
on the right side is being eaten by a monster, and that he or she
is hearing the sound thereof and being splattered by a stream of
blood.
In accordance with the constitution of the present invention, the
player on the right can be provided with a sound localization which
is reversed left to right with respect to the sound image of the
sounds provided to the player on the left. The headrest 102R used
by the player on the right is provided with a sound image
localization which is reversed left to right with respect to the
localization of the sound image provided to headrest 102L used by
the player on the left. Conceived in simple terms, the sound
signals provided to the speaker 108R of the headrest 102L are also
provided to the speaker 108L of the headrest 102R, and the sound
signals provided to the speaker 108L of the headrest 102L are also
provided to the speaker 108R of the headrest 102R. With this
design, the sounds perceived by the player on the left as coming
from the direction of the right side (that is, the adjacent player)
are perceived by the player on the right as coming from the
direction of the left side (that is, the adjacent player). That is,
by providing each of adjacent players with the same sounds, each
player can be given the impression that the other is being attacked
by a monster. Since the discharge port 109R is provided on the
right in the headrest 102L while the discharge port 109L is
provided on the left in the headrest 102R, spray is directed onto
the player on the left side from his or her right, while spray is
directed onto the player on the right from his or her left. Thus,
each of adjacent players can be given the impression that the other
has been attacked by a monster and that he or she is being sprayed
by a stream of blood produced thereby.
Where each of adjacent players is to be provided with different
sounds, sounds emanating from the adjacent player's side represents
a distraction. Accordingly, it is desirable to deliver the sound to
each in such a way that sound waves from the other headrest are
canceled in the vicinity of the ears of each player. Each player
perceives only those sounds delivered to his or her headrest.
When the correct time for delivering a blast of air or vibration
has been reached (S9; YES), the sequencer 110 outputs a vibration
instruction signal to the motor 114, or delivers fan instruction
signals to the fans 107C, R, and L through the buffer 113. As a
result, the player's backrest 104 vibrates, or a blast of air is
delivered to the player's head by the fans 107C, R, and L located
in the headrest 102, again startling the player. Vibration
instructions and fan instructions may be delivered under different
timing.
If the player is noted to move out of the correct posture, it is
possible that the player is attempting to pick something up or
perform some other unusual action. In such an event, the seat
sensor 122 sensor signal goes to "off" (S11; YES), and an inside
light (not shown) and the light 106 are turned on (S12).
When safety bar sensor 121 lock signal has gone to "off", it is
possible that a player has forcibly pulled up the safety bar 105
and has attempted to exit the car or to perform some other unsafe
action. Accordingly, when it is sensed that the lock signal is
"off" (S13; YES), the sequencer 110 halts the operation (S14). The
game system operator, when apprised of the operation shutdown,
performs a safety check of the car in which the safety bar 105 has
become unlocked.
The aforementioned steps S7 through S14 are repeated for as long as
the game has not ended (S15; NO). Once a car 1 has made one circuit
along the guide 2 around the circle 15 and reached the deboarding
area 19, the game ends (S15; YES). The sequencer 110 then instructs
the lock mechanism 120 to release the headrest and the safety bar
lock.
During player exit from the car 1, the operation is the opposite of
the procedure for boarding the car, as illustrated in FIG. 19
through FIG. 22. Specifically, from the seated state depicted in
FIG. 19, the player first pushes up the headrest 102, which has
been unlocked (FIG. 20). Next, as shown in FIG. 21, the unlocked
safety bar 105 is pushed back from the secured position 105b to the
released position 105a. Next, the rider gets up from the seat 101,
as shown in FIG. 22, and exits the car.
The car 1 from which the players have exited moves from the
deboarding area 22 to the boarding area 21 along the guide 2, where
it awaits boarding by the next players (S3-S5).
In accordance with the embodiment of the present invention
described above, players are exposed to and scared by sudden sounds
and images as they proceed down the passageway, and this can be
expected to create a sense of unease. In the ride segment, the
players are already in an uneasy state when boarding the car, and
it may be expected that they will be extremely sensitive to any
sort of stimulus. When riding in the car, players are given quite a
shock by the mist spray, and are startled by blasts of air and
vibration. The direction of mist spray from the headrest of one
player sitting in a car has been adjusted such that the mist does
not spray on the other player. Furthermore, the sound devices have
been designed such that sound waves from other player's headrests
are canceled. Thus, a player can become absorbed in game play
without being distracted by unwanted sounds from other player's
headrests.
By providing each player with sounds simulating the sound image of
the adjacent player being attacked while delivering a mist spray
from a discharge port location in the direction of the adjacent
player, a player can be given the impression that the adjacent
player is being attacked, and that a stream of blood is being
spurted upon him or her, thereby intensifying the feeling of
terror.
Where players riding this same ride happen to be couples, providing
sound signals and disposing the discharge ports in the manner
described above causes the couple to worry about each other, while
greatly enhancing enjoyment of the game by the two as a result.
INDUSTRIAL APPLICABILITY
In accordance with the game machine which pertains to the present
invention, players riding in the game machine are immobilized in a
prescribed posture by posture immobilization devices. By
immobilizing the posture of the players so that they cannot change
their position freely, it becomes possible to provide individual
players with various different stimuli. For example, by providing
medium-discharge devices for discharging a medium onto a prescribed
body region of players, the medium can be suddenly discharged onto
a player during the course of the game, severely startling the
player.
By providing forced air devices for blowing air on prescribed body
regions, players can be startled by the air.
By providing vibration devices for subjecting players to vibration
as the game proceeds, players can be startled by the vibration.
By immobilizing the head or other body part of a player and
surrounding the head of the player, it becomes possible to dispose
sound devices in such a way that sounds are delivered to the
individual player in a noncontact fashion. Since the posture of the
player is immobilized, the localization of the sound images
perceived by the player does not change. In addition, the health
problems and safety concerns associated with the use of headphones
and other sound equipment are eliminated.
Where a plurality of players ride in the game machine at the same
time, by orienting the discharge port for discharging the medium
onto a prescribed bodily region of a player such that the medium is
discharged in a direction other than the direction in which other
players are sitting, the medium is not directed onto the other
players when it is discharged onto the one player.
Where plurality of players are provided with sound devices, the
phases are adjusted so as to produce a phase relationship between
the phase of the sound waves produced by the sound device which
delivers sound to the one of the players and the phase of the sound
waves coming from the sound devices which deliver sound to the
other players is an essentially inverse phase relationship. Thus,
sound waves of sounds delivered to other players are canceled so
that a player only hears those sounds specifically delivered to him
or her. Accordingly, each player can become absorbed in game play
without being distracted by sounds delivered to other players.
In addition, by disposing the sound broadcasting elements of the
sound devices and broadcasting the sound images of the sounds
broadcast by the sound broadcasting elements such that the sound
images delivered to each player are perceived at symmetrical
positions, it becomes possible in the case of a game program which
involves the adjacent player being attacked by something, for
example, to give each player the impression that the neighboring
player is actually being attacked.
Where a plurality of game machines are to be operated
simultaneously, by adjusting the sound devices such that sounds are
broadcast simultaneously at equivalent time intervals by all of
them, the players will not be distracted by sounds from other game
machines and the realism of the game will not be diminished.
By disposing the medium-discharge devices such that the discharge
positions with respect to the player of the medium discharged onto
each player are symmetrical, it becomes possible in the case of a
game program which involves the adjacent player being attacked by
something, for example, to give a player the impression that the
neighboring player is actually being attacked, and that a stream of
blood is raining down on this player.
* * * * *